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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs58
1 files changed, 29 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index a4690ba..6cd72f2 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -882,41 +882,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
882 BSParam.ParameterDefn theParam; 882 BSParam.ParameterDefn theParam;
883 if (BSParam.TryGetParameter(parm, out theParam)) 883 if (BSParam.TryGetParameter(parm, out theParam))
884 { 884 {
885 // Set the value in the C# code
885 theParam.setter(this, parm, localID, val); 886 theParam.setter(this, parm, localID, val);
887
888 // Optionally set the parameter in the unmanaged code
889 if (theParam.onObject != null)
890 {
891 // update all the localIDs specified
892 // If the local ID is APPLY_TO_NONE, just change the default value
893 // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
894 // If the localID is a specific object, apply the parameter change to only that object
895 List<uint> objectIDs = new List<uint>();
896 switch (localID)
897 {
898 case PhysParameterEntry.APPLY_TO_NONE:
899 // This will cause a call into the physical world if some operation is specified (SetOnObject).
900 objectIDs.Add(TERRAIN_ID);
901 TaintedUpdateParameter(parm, objectIDs, val);
902 break;
903 case PhysParameterEntry.APPLY_TO_ALL:
904 lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
905 TaintedUpdateParameter(parm, objectIDs, val);
906 break;
907 default:
908 // setting only one localID
909 objectIDs.Add(localID);
910 TaintedUpdateParameter(parm, objectIDs, val);
911 break;
912 }
913 }
914
886 ret = true; 915 ret = true;
887 } 916 }
888 return ret; 917 return ret;
889 } 918 }
890 919
891 // update all the localIDs specified
892 // If the local ID is APPLY_TO_NONE, just change the default value
893 // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
894 // If the localID is a specific object, apply the parameter change to only that object
895 internal delegate void AssignVal(float x);
896 internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val)
897 {
898 List<uint> objectIDs = new List<uint>();
899 switch (localID)
900 {
901 case PhysParameterEntry.APPLY_TO_NONE:
902 setDefault(val); // setting only the default value
903 // This will cause a call into the physical world if some operation is specified (SetOnObject).
904 objectIDs.Add(TERRAIN_ID);
905 TaintedUpdateParameter(parm, objectIDs, val);
906 break;
907 case PhysParameterEntry.APPLY_TO_ALL:
908 setDefault(val); // setting ALL also sets the default value
909 lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
910 TaintedUpdateParameter(parm, objectIDs, val);
911 break;
912 default:
913 // setting only one localID
914 objectIDs.Add(localID);
915 TaintedUpdateParameter(parm, objectIDs, val);
916 break;
917 }
918 }
919
920 // schedule the actual updating of the paramter to when the phys engine is not busy 920 // schedule the actual updating of the paramter to when the phys engine is not busy
921 private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) 921 private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val)
922 { 922 {